本文整理汇总了C++中CBaseEntity::GetIndex方法的典型用法代码示例。如果您正苦于以下问题:C++ CBaseEntity::GetIndex方法的具体用法?C++ CBaseEntity::GetIndex怎么用?C++ CBaseEntity::GetIndex使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CBaseEntity
的用法示例。
在下文中一共展示了CBaseEntity::GetIndex方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Render
void CCheatMenu::Render(void)
{
gInts.Engine->GetScreenSize(ScreenW, ScreenH);
int i = 0;
i = AddItem(i, "Aimbot", &gCvars.aimbot_switch, 0, 1, 1, true);
if (gCvars.aimbot_switch)
{
i = AddItem(i, " - Enabled", &gCvars.aimbot_active, 0, 1, 1, false);
i = AddItem(i, " - Key", &gCvars.aimbot_key, 0, 8, 1, false);
i = AddItem(i, " - Hitscan", &gCvars.aimbot_hitscan, 0, 1, 1, false);
i = AddItem(i, " - Hitbox", &gCvars.aimbot_hitbox, 0, 18, 1, false);
i = AddItem(i, " - Autoshoot", &gCvars.aimbot_autoshoot, 0, 1, 1, false);
}
i = AddItem(i, "Triggerbot", &gCvars.triggerbot_switch, 0, 1, 1, true);
if (gCvars.triggerbot_switch)
{
i = AddItem(i, " - Enabled", &gCvars.triggerbot_active, 0, 1, 1, false);
i = AddItem(i, " - Key", &gCvars.triggerbot_key, 0, 8, 1, false);
i = AddItem(i, " - Head Only", &gCvars.triggerbot_headonly, 0, 1, 1, false);
}
i = AddItem(i, "Player List", &gCvars.playerlist_switch, 0, 1, 1, true);
for (int p = 1; p <= gInts.Engine->GetMaxClients(); p++)
{
if (p == me)
continue;
CBaseEntity *pPlayer = GetBaseEntity(p);
if (pPlayer == NULL)
continue;
player_info_t pInfo;
gInts.Engine->GetPlayerInfo(p, &pInfo);
char szString[256];
sprintf(szString, " - %s", pInfo.name);
if (gCvars.playerlist_switch)
i = AddItem(i, szString, &gCvars.PlayerMode[pPlayer->GetIndex()], 0, 2, 1, false);
}
i = AddItem(i, "ESP", &gCvars.esp_switch, 0, 1, 1, true);
if (gCvars.esp_switch)
{
i = AddItem(i, " - Enabled", &gCvars.esp_active, 0, 1, 1, false);
i = AddItem(i, " - Enemies Only", &gCvars.esp_enemyonly, 0, 1, 1, false);
i = AddItem(i, " - Box", &gCvars.esp_box, 0, 1, 1, false);
i = AddItem(i, " - Name", &gCvars.esp_name, 0, 1, 1, false);
i = AddItem(i, " - Class", &gCvars.esp_class, 0, 1, 1, false);
i = AddItem(i, " - Health", &gCvars.esp_health, 0, 3, 1, false);
i = AddItem(i, " - Bones", &gCvars.esp_bones, 0, 3, 1, false);
}
i = AddItem(i, "Settings", &gCvars.settings_switch, 0, 1, 1, true);
if (gCvars.settings_switch)
{
i = AddItem(i, " - Menu Postion X", &gCvars.iMenu_Pos_X, 0, ScreenW, 25, false);
i = AddItem(i, " - Menu Postion Y", &gCvars.iMenu_Pos_Y, 0, ScreenH, 25, false);
}
i = AddItem(i, "Misc", &gCvars.misc_switch, 0, 1, 1, true);
if (gCvars.misc_switch)
{
i = AddItem(i, " - Bunnyhop", &gCvars.misc_bunnyhop, 0, 1, 1, false);
i = AddItem(i, " - Autostrafe", &gCvars.misc_autostrafe, 0, 1, 1, false);
i = AddItem(i, " - Noisemaker Spam", &gCvars.misc_noisemaker_spam, 0, 1, 1, false);
}
iMenuItems = i;
}
示例2: FrameStageNotify
void __stdcall FrameStageNotify(ClientFrameStage_t curStage)
{
originalFrameStageNotify(interfaces::client, curStage);
if (curStage == FRAME_NET_UPDATE_POSTDATAUPDATE_START)
{
if (cvar::misc_skinchanger)
{
player_info_t info;
CBaseEntity* local = interfaces::entitylist->GetClientEntity(interfaces::engine->GetLocalPlayer());
if (!local
|| local->GetLifeState() != LIFE_ALIVE
|| !interfaces::engine->GetPlayerInfo(local->GetIndex(), &info))
return;
for (int i = 1; i <= interfaces::entitylist->GetHighestEntityIndex(); i++)
{
if (i == local->GetIndex())
continue;
CBaseEntity* entity = interfaces::entitylist->GetClientEntity(i);
if (!entity)
continue;
std::string modelName = interfaces::modelinfo->GetModelName(entity->GetModel());
if (modelName.find(charenc("models/weapons")) == std::string::npos)
continue;
CBaseEntity* owner = interfaces::entitylist->GetClientEntityFromHandle(entity->GetOwner());
if (!owner
|| owner != local)
continue;
CBaseCombatWeapon* weapon = (CBaseCombatWeapon*)entity;
if (!weapon)
return;
if (!weapon->IsKnife())
{
weapon->SetPattern(info, config.skincfg[weapon->GetItemDefinitionIndex()].skin, config.skincfg[weapon->GetItemDefinitionIndex()].wear, config.skincfg[weapon->GetItemDefinitionIndex()].seed, config.skincfg[weapon->GetItemDefinitionIndex()].stattrak, config.skincfg[weapon->GetItemDefinitionIndex()].name);
}
else
{
if (cvar::misc_knifechanger)
{
if (cvar::misc_knifechanger_model == 0)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_BAYONET;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_BAYONET].skin, config.skincfg[WEAPON_KNIFE_BAYONET].wear, config.skincfg[WEAPON_KNIFE_BAYONET].seed, config.skincfg[WEAPON_KNIFE_BAYONET].stattrak, config.skincfg[WEAPON_KNIFE_BAYONET].name);
}
else if (cvar::misc_knifechanger_model == 1)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_FLIP;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_FLIP].skin, config.skincfg[WEAPON_KNIFE_FLIP].wear, config.skincfg[WEAPON_KNIFE_FLIP].seed, config.skincfg[WEAPON_KNIFE_FLIP].stattrak, config.skincfg[WEAPON_KNIFE_FLIP].name);
}
else if (cvar::misc_knifechanger_model == 2)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_GUT;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_GUT].skin, config.skincfg[WEAPON_KNIFE_GUT].wear, config.skincfg[WEAPON_KNIFE_GUT].seed, config.skincfg[WEAPON_KNIFE_GUT].stattrak, config.skincfg[WEAPON_KNIFE_GUT].name);
}
else if (cvar::misc_knifechanger_model == 3)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_KARAMBIT;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_KARAMBIT].skin, config.skincfg[WEAPON_KNIFE_KARAMBIT].wear, config.skincfg[WEAPON_KNIFE_KARAMBIT].seed, config.skincfg[WEAPON_KNIFE_KARAMBIT].stattrak, config.skincfg[WEAPON_KNIFE_KARAMBIT].name);
}
else if (cvar::misc_knifechanger_model == 4)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_M9BAYONET;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_M9BAYONET].skin, config.skincfg[WEAPON_KNIFE_M9BAYONET].wear, config.skincfg[WEAPON_KNIFE_M9BAYONET].seed, config.skincfg[WEAPON_KNIFE_M9BAYONET].stattrak, config.skincfg[WEAPON_KNIFE_M9BAYONET].name);
}
else if (cvar::misc_knifechanger_model == 5)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_HUNTSMAN;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_HUNTSMAN].skin, config.skincfg[WEAPON_KNIFE_HUNTSMAN].wear, config.skincfg[WEAPON_KNIFE_HUNTSMAN].seed, config.skincfg[WEAPON_KNIFE_HUNTSMAN].stattrak, config.skincfg[WEAPON_KNIFE_HUNTSMAN].name);
}
else if (cvar::misc_knifechanger_model == 6)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_FALCHION;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_FALCHION].skin, config.skincfg[WEAPON_KNIFE_FALCHION].wear, config.skincfg[WEAPON_KNIFE_FALCHION].seed, config.skincfg[WEAPON_KNIFE_FALCHION].stattrak, config.skincfg[WEAPON_KNIFE_FALCHION].name);
}
else if (cvar::misc_knifechanger_model == 7)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_BUTTERFLY;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_BUTTERFLY].skin, config.skincfg[WEAPON_KNIFE_BUTTERFLY].wear, config.skincfg[WEAPON_KNIFE_BUTTERFLY].seed, config.skincfg[WEAPON_KNIFE_BUTTERFLY].stattrak, config.skincfg[WEAPON_KNIFE_BUTTERFLY].name);
}
else if (cvar::misc_knifechanger_model == 8)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_DAGGER;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_DAGGER].skin, config.skincfg[WEAPON_KNIFE_DAGGER].wear, config.skincfg[WEAPON_KNIFE_DAGGER].seed, config.skincfg[WEAPON_KNIFE_DAGGER].stattrak, config.skincfg[WEAPON_KNIFE_DAGGER].name);
}
else if (cvar::misc_knifechanger_model == 9)
{
*(int*)((DWORD)weapon + offsets::weapon::m_iItemDefinitionIndex) = WEAPON_KNIFE_BOWIE;
weapon->SetPattern(info, config.skincfg[WEAPON_KNIFE_BOWIE].skin, config.skincfg[WEAPON_KNIFE_BOWIE].wear, config.skincfg[WEAPON_KNIFE_BOWIE].seed, config.skincfg[WEAPON_KNIFE_BOWIE].stattrak, config.skincfg[WEAPON_KNIFE_BOWIE].name);
}
}
}
}
}
//.........这里部分代码省略.........